To quote: So I'm making a sequel to my top down zombie shooter They Do Not Die. It is being made primarily for PS3 but there will also be a PC version and there may potentially be a Wii port of it later.

This is just a very early build of it but so far the game already features a truly massive procedurally generated city that is populated by human survivors and zombies that you can shoot.

One thing that I have working already that I'm really happy with is the fact that you (the player) are not treated special by the zombie AI. They will gladly ignore you if there is another human that is closer to them. There is something really cool about walking down a street and seeing people being herded by zombies.

There is collision detection that makes you bump into other people and prevents you from walking on water but there isn’t any yet for the building walls.

You are the orange circle, human survivors are pink and zombies are green. I know that not everybody likes them but the arrow circles will always be the default appearance for people in the game. But I will quickly put together some kind of a re skinned version if there are any color blind or partially color blind players that are finding it difficult to differentiate between them and there might eventually be built in support for alternate skins.

I d/l this and how come it don't show zombie count, energy, health, and BLOOD? in the pic it does but what i am playing doesn't? Is that from a later unreleased version? This has the ability to be a really cool game, so thanks a million ThatOtherDev.

They Do Not Die 2 v0.3 PS3 Homebrew Game Update Arrives

To quote: Here is another updated version of They Do Not Die. This new update Most notably features destructible walls and the ability to save the game state. Game saves are fairly large and consequently rather slow to create and load but that will improve over time.

I’m still undecided about what the subtitle should be so keep posting any ideas you have. Right now I’m leaning towards going with Collateral Damage (suggested by Griffunt) or Life After Death (suggested by Annelies)

On a less obviously related subject does anybody know how to go about measuring the passage of time with millisecond precision (or near enough to it for it to be usable when calculating the frame rate) when developing for PS3 with PSL1GHT?

What has changed:

You can save the game at any time and obviously also load that save.

The on screen text now scales so it no longer fills an overly large portion of the screen at low resolution.

In addition to your gun you now have a rocket launcher.

Rockets explode when they are shot, hit a person or hit a wall.

Explosions destroy walls, push people back and hurt people.

You can now run which consumes energy.

Shooting momentarily prevents energy from regenerating.

If you try to consume energy when you have none left then you will instead lose health.

The speed that your health regenerates at directly correlates to how much energy you have.

The screen (specifically the edges of it) turn red when you are low on health.

Your health and energy are now displayed with progress bars instead of text.

There is a title/menu screen that comes up when you press the start button. You are also sent to this menu when the game first starts and when you die. From this menu you can resume your game, start a new game, create a game save or load a game save.

A shotgun has been added.

Running uses more energy.

Game saves are slightly smaller (although it is still fairly slow to create and load them).